Revision Difference
Global.ParticleEffect#549809
<function name="ParticleEffect" parent="Global" type="libraryfunc">
<description>
Creates a particle effect.
Creates a particle effect. See also <page>Global.CreateParticleSystem</page>.
<note>The particle effect must be precached **serverside** with <page>Global.PrecacheParticleSystem</page> and the file its from must be added via <page>game.AddParticles</page> before it can be used!</note>
</description>
<realm>Shared</realm>
<args>
<arg name="particleName" type="string">The name of the particle effect.</arg>
<arg name="position" type="Vector">The start position of the effect.</arg>
<arg name="angles" type="Angle">The orientation of the effect.</arg>
<arg name="parent" type="Entity" default="NULL">If set, the particle will be parented to the entity.</arg>
</args>
</function>
<example>
<description>
Example usage of the function. Precaches `ExplosionCore_wall` particle from `particles/explosion.pcf`, a Team Fortress 2 particle file.
You can then test the particle by using the `particleitup` console command.
You can find a list of particles inside a .pcf file using the [Particle Editor Tool](https://developer.valvesoftware.com/wiki/Particle_Editor)
</description>
<code>
game.AddParticles( "particles/explosion.pcf" )
PrecacheParticleSystem( "ExplosionCore_wall" )
if ( SERVER ) then
-- A test console command to see if the particle works, spawns the particle where the player is looking at.
concommand.Add( "particleitup", function( ply, cmd, args )
ParticleEffect( "ExplosionCore_wall", ply:GetEyeTrace().HitPos, Angle( 0, 0, 0 ) )
end )
end
</code>
</example>